AppliedE in Project Infinity 0.1

Project Infinity 0.1 0.0.51.4-hotfix-2 ships version 0.14.7-fix2 · First seen in 0.0.45.4

Checked Sep 20, 2026Project Infinity 0.1 0.0.51.4-hotfix-2Sources: Project Infinity 0.1 0.0.51.4-hotfix-2 modlist.json

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AppliedE is a mod in Project Infinity 0.1 0.0.51.4-hotfix-2, where it is version 0.14.7-fix2. Direct ProjectE EMC integration with Applied Energistics 2. (Summary from the mod's Modrinth page.)

What is AppliedE?

2 parts

AppliedE is an add-on for both Applied Energistics 2 and ProjectE, and this pack includes version 0.14.7-fix2. It turns ProjectE's EMC into a separate resource that your ME network can display, report and manipulate. The network can then turn that EMC into items on request through AE2 auto-crafting, or through new devices that use your alchemical knowledge directly.[1][2]

What you get

Tip: Learning every item by hand gets tedious. The Alchemical Mastery Card can go into an import bus or interface so it learns incoming items automatically, as long as they have an EMC value. They are learned by the player who owns the device.[4]

Where it sits in the quest book

In the quest sources for this pack, AppliedE has no quests of its own. The closest fit is the Applied Energistics 2 chapter, in the group "Storage and Power" (chapter 14 of 44), which opens with "Welcome to Applied Energistics 2 !" quest. All 72 quests there ask for AE2 items or a few items from other mods, and none ask for AppliedE items.[6]

Since the module needs an ME network, the network quests in that chapter are the natural groundwork. For example, "Processors" quest leads on to "ME Terminal" quest and a quest in "Applied Energistics 2".[6]

How do you get started with AppliedE?

6 parts

AppliedE turns ProjectE's EMC into its own resource that your ME network can display, store and spend through auto-crafting. That means everything here sits on top of a working ME network, so that is where you start.[2]

Step one: get an ME network running

AppliedE devices are placed on an ME network, so work through the Applied Energistics 2 chapter of the quest book first (it is in the Storage and Power group). It opens with "Welcome to Applied Energistics 2 !" quest. The "ME Terminal" quest quest comes after Processors, and a quest in "Applied Energistics 2" comes after the ME Terminal.[2][6]

Step two: make and place the Transmutation Module

The ME Transmutation Module is your first step into EMC. Attach it anywhere on the network and it supplies the network with the EMC of the player who placed it. It also provides every item that player has learned as an automatically generated crafting pattern.[3]

Several players can each place a module on the same network, but only one module per player counts toward the stored EMC and the craftable known items.[3]

Watch out: The module is not cheap to run. The pack sets moduleEnergyUsage to 25 AE per tick, so make sure your network has the power before you place it.[3][7]

Step three: add the Transmutation Terminal

With the module in place, the ME Transmutation Terminal lets you work with your EMC directly. You can pull known transmutable items out of stored EMC instead of needing them in normal storage, and you can fill and empty Klein stars and other EMC-storing items.[5]

Its arrow button switches where shift-clicked stacks go. Pointing up sends them to regular item storage. Pointing left to the transmutation slot converts them into network EMC and learns the item for you if you haven't already.[5]

Watch out: Be careful with the singularity button, which learns every unlearned item in storage. One of each item is immediately transmuted to EMC, which can use a huge amount of energy depending on the item's EMC value.[5]

Step four: transmutation devices and the Interface

AppliedE also has its own versions of the usual AE2 devices, such as the ME Transmutation Import Bus. They work almost like the AE2 originals, but items are transmuted to or from EMC on every operation. They only handle items that at least one player tracked by a Transmutation Module on the network has already learned.[4]

The pack has a recipe that turns the cable form of the ME Transmutation Interface into the block form, ME Transmutation Interface:[8]

Crafting Shapeless

Recipe id: appliede:emc_interface_block

Step five: stop learning items by hand

Learning every item in advance gets tedious. Install the Alchemical Mastery Card in an import bus or an interface and it learns incoming items automatically, as long as they have an EMC value. They are learned by the owner of the device, meaning the player who placed it.[4]

Pack settings worth knowing

  • transmutationPowerMultiplier is 0.1 in this pack: the AE energy used to transmute items, per 2,000 EMC.[7]
  • emcPerByte is 1,000,000: the EMC per byte used in AE2 auto-crafting. Setting it very low would need unreasonably large crafting storage for some jobs.[7]
  • terminalExtractFromOwnEmcOnly is false, so extracting through the terminal deducts EMC from all players with modules attached, not only you.[7]

How does AppliedE work?

6 parts

AppliedE turns ProjectE's EMC into its own resource on your ME network. The network can display it, report it and manipulate it, and AE2 auto-crafting can turn it into items on request. Everything below builds on that idea.[2]

The Transmutation Module

Your starting point is the ME Transmutation Module. Attach it anywhere on the network and it supplies the network with the EMC and knowledge of the player who placed it. The module also hands the network automatically generated crafting patterns for the items, using the equivalent EMC value as the ingredient.[3]

Several players can each place modules on one network, but only one module per player counts towards the stored EMC and the craftable known items. All that EMC is collected into one shared pool, which is mounted on the network by only one module at a time. Inserted and extracted EMC is spread as evenly as possible across all the contributing players.[3]

To avoid overflow problems, the module stores EMC in tiers, each one a power of 10^12 EMC units. Every tier shows up in a different colour from the base unit, and you can "craft down" a higher tier into lower ones for demanding transmutation jobs.[3]

Power and crafting costs

The module is not free to run. The mod's guide gives a default of 25 AE/tick, and this pack leaves moduleEnergyUsage at 25.[3][7]

Actually transmuting items costs AE energy too. In this pack, transmutationPowerMultiplier is 0.1, which is the AE energy used per 2,000 EMC transmuted.[7]

For auto-crafting, emcPerByte sets how many EMC units (of any tier) count as one byte of crafting storage. The pack sets it to 1,000,000. The config warns against setting it very low, because some jobs would then need unreasonably large amounts of crafting storage.[7]

Transmutation devices

AppliedE has its own versions of the AE2 import bus, export bus and interface: the ME Transmutation Import Bus, the ME Transmutation Export Bus and the ME Transmutation Interface. They work almost the same as the AE2 originals and still handle regular items. The difference is that items are transmuted to or from EMC on every operation.[4][9]

You can filter these devices to any item, but they only work on items that at least one player tracked by a Transmutation Module on the network has learned. Items must be learned and known to the network in advance before they are accepted into the internal storage that converts them to EMC, and unlearned items are not pulled in.[4]

Learning everything by hand would get tedious, so the Alchemical Mastery Card (Alchemical Mastery Card) can be installed in the import bus or the interface. It makes them learn incoming items automatically, as long as the item has an EMC value. Only the owner of the device learns the item, meaning the player who placed the import bus, the interface or the network device feeding the interface.[4][9]

In this pack, the interface block is crafted from its cable version.[8]

Crafting Shapeless

Recipe id: appliede:emc_interface_block

This shapeless recipe turns the cable form into the block form of the ME Transmutation Interface.

The Transmutation Terminal

The ME Transmutation Terminal lets you work with your EMC directly. It gives you much of what ProjectE's transmutation table offers, but through the ME network behind it. You can extract known transmutable items straight from stored EMC without having them in regular item storage. You can also fill and empty Klein stars and other EMC-storing items.[5]

The screen has the familiar fiery transmutation slot for converting items into EMC, plus two extra buttons.[5]

  • The arrow button on the left sets where shift-clicked stacks go. Pointing up at the terminal grid sends them to regular item storage. Pointing left at the transmutation slot converts them to EMC in the network-wide store and learns the item for you if you haven't already.[5]
  • The singularity button learns every unlearned item in storage. An item can only be learned if at least one of it is in storage, and that one is immediately transmuted to EMC. That can use a huge amount of energy for valuable items, so the game asks "Are you sure?" before you commit.[5][9]
Watch out: Think twice before using the learn-all button. Each item it learns is transmuted to EMC on the spot, and the energy cost depends on how much EMC the item is worth.[5]

By default, extracting items through EMC takes EMC from all players with modules attached. This pack leaves terminalExtractFromOwnEmcOnly at false, so that is how it works here. Setting it to true would deduct only from the player using the terminal. The option does not cover re-insertion and conversion back into EMC.[7]

Wireless terminal in this pack

The mod also has a Wireless Transmutation Terminal. This pack runs a script that lets you take apart the pack's universal wireless terminal uncrafter by right-clicking a grindstone with it. You get back the matching wireless terminal for each type stored in it, and the transmutation type returns the wireless transmutation terminal. The uncrafter is used up in the process.[5][10]

Performance settings

The rest of the config file is about keeping servers smooth. These are the pack's values:[7]

  • syncThrottleInterval is 20 ticks, the wait before the next player EMC sync when manipulating stored EMC.[7]
  • patterns.patternMinUpdateInterval is 20 ticks, the minimum time between pattern update requests for the same node.[7]
  • keyCacheMax is 2,048, the maximum number of serialized key entries kept in the in-memory cache.[7]
  • warmKeysPerTick is 16, the number of keys finalized per server tick from the background warm queue, to avoid single-tick spikes.[7]
  • saveDebounceMillis is 1,000 milliseconds, the debounce interval for saving the persisted EMC cache to disk.[7]

How do you progress through AppliedE?

3 parts

None of the tasks in the quest book's Applied Energistics 2 chapter (group "Storage and Power", chapter 14 of 44) ask for an AppliedE item. That chapter is where you build the ME network the mod plugs into. So the path below is the AE2 quest order first, then the mod's own guide order on top of it.[6]

Step 1: Get an ME network running

AppliedE works inside an existing ME network, so start with "Welcome to Applied Energistics 2 !" quest. From there the book sends you to "Inscriber Preses" quest and then "Processors" quest. After Processors comes "ME Terminal" quest, and the terminal quest leads on to "ME Drive" quest and a quest in "Applied Energistics 2". Once you have a working network, you are ready for EMC.[6]

Step 2: The EMC tiers of the mod

  1. Place the ME Transmutation Module anywhere on your ME network. It is your first step into EMC, and it supplies the network with the EMC of the player who placed it.[2][3]
  2. Add transmutation devices: the ME Transmutation Interface (ME Transmutation Interface and its cable form ME Transmutation Interface), plus ME Transmutation Import Bus and ME Transmutation Export Bus. They work almost identically to their AE2 counterparts and still handle regular items, but items are transmuted to or from EMC on every operation.[4]
  3. Add the Alchemical Mastery Card to the import bus or the interface so incoming items are learned automatically, as long as they have an EMC value.[4]
  4. Finish with the ME Transmutation Terminal, which lets you work with your EMC directly as a player through the ME network. It can also fill and empty Klein stars and other EMC-storing items.[5]

Learning matters at every step. The devices only work on items that at least one player tracked by a module on the network has learned. Items learned through the Learning Card go to the owner of the device, meaning the player who placed it.[4]

Crafting Shapeless

Recipe id: appliede:emc_interface_block

The interface comes in a cable form and a block form. This shapeless craft turns the cable form into the block form.

EMC storage tiers

The module adds a tier system to the EMC stored on a network, based on successive powers of 10^12 EMC units. Each tier has its own colour, and a higher tier can be crafted down into lower ones for more demanding transmutation jobs.[3]

If several players each place a module, only one module per player contributes to the stored EMC and the known craftable items. The EMC from every module is collected into one unified network store.[3]

The module's guide entry gives a default energy cost of 25 AE/tick and says configuration can change it.[3]

Watch out: The Transmutation Terminal has a button that learns every unlearned item in storage. One of each item is transmuted to EMC as it is learned, which can use a huge amount of energy depending on how much EMC the items are worth. Think twice before pressing it.[5]

One pack-specific detail: a pack script lets you right-click a grindstone with Universal Wireless Terminal Uncrafter to get back the individual wireless terminals it holds. That includes the wireless Transmutation Terminal (Wireless Transmutation Terminal).[10]

How does AppliedE work with other mods?

4 parts

AppliedE is built as an add-on to both Applied Energistics 2 and ProjectE, so its core job is to turn ProjectE's EMC into a resource your ME network can use. In this pack it also reaches into a few other add-ons through recipes. None of the quests I could see use AppliedE items directly, so the links below come from the recipes and one pack script.[2][6][8]

Extended transmutation buses

The ME Extended Transmutation Export Bus and the ME Extended Transmutation Import Bus are extended versions of AppliedE's ME Transmutation Export Bus and ME Transmutation Import Bus. The pack changed both recipes, and they also use ProjectE's Red Matter and AE2's Acceleration Card.[8]

Crafting Shaped

Crafting Shaped
ME Transmutation Export BusAcceleration Card
Acceleration CardRed Matter

Recipe id: expatternprovider:ex_emc_export_bus

Crafting Shaped

Crafting Shaped
ME Transmutation Import BusAcceleration Card
Acceleration CardRed Matter

Recipe id: expatternprovider:ex_emc_import_bus

MEGA Transmutation Interface

The MEGA Transmutation Interface upgrades the ME Transmutation Interface. The pack changed this recipe too, and it needs the Accumulation Processor and more Red Matter.[8]

MEGA Transmutation InterfaceChanged by the pack

Crafting Shapeless

Recipe id: megacells:network/mega_emc_interface

EMC Storage Cell

The pack adds its own recipe for the EMC Storage Cell, and it starts from a single ME Transmutation Module. This is not a default recipe from the mods, so don't expect to find it elsewhere.[8]

EMC Storage CellAdded by the pack

Crafting Shapeless

Recipe id: minecraft:kjs/projectcell_emc_storage_cell

Wireless terminal combining

The Wireless Transmutation Terminal can be combined with three other wireless terminals: the Wireless Crafting Terminal, the Wireless Pattern Access Terminal and the Wireless Pattern Encoding Terminal. Each one has its own combine recipe, and the pack changed all three.[8]

Changed by the pack

Combine (ae2wtlib)

Recipe id: appliede:ae2wtlib/combine_ct

Changed by the pack

Combine (ae2wtlib)

Recipe id: appliede:ae2wtlib/combine_at

Changed by the pack

Combine (ae2wtlib)

Recipe id: appliede:ae2wtlib/combine_et

Tip: If you combine terminals and later want them back, the pack has a script for that. Right-click a grindstone with the Universal Wireless Terminal Uncrafter and it is used up. You get back each terminal stored in it, and the wireless transmutation terminal is one of the types it can return.[10]

Which Project Infinity 0.1 quests use AppliedE?

1 part

Here's the honest picture: none of the quest tasks in the pack's quest book data I was given ask for an item from this mod. Every item task in those chapters uses another namespace, such as ae2, botania, itemfilters, expatternprovider, aeinfinitybooster or mythicbotany.[6][11]

The nearest chapters

The Applied Energistics 2 chapter sits in the "Storage and Power" group, as chapter 14 of 44 in the book, and has 72 quests. It opens with "Welcome to Applied Energistics 2 !" quest, which asks for Charger and Meteorite Compass. From there the book branches into "Inscriber Preses" quest and a quest in "Applied Energistics 2".[6]

The Botania chapter is in the "Production" group, as chapter 27 of 44, with 79 quests. It contains a quest called "Applied Energistics Integration" quest, which comes after "Gaia Spirits" quest. Its task is an item filter entry, and the sources don't show any item from this mod in it.[11]

Unverified Whether any other quest chapter in the pack asks for an item from this mod is not confirmed by the quest data available here.

Which AppliedE config options matter?

3 parts

AppliedE has a handful of options worth knowing about. Most live in the common config file, and one is client-side. Here is how this pack sets each of them.[7][12]

Crafting and energy costs

  • emcPerByte is 1,000,000. It sets how many EMC units (of any tier) count as one byte when AE2 auto-crafting is involved.[7]
  • transmutationPowerMultiplier is 0.1. This is the AE energy used to transmute items, per 2,000 EMC.[7]
  • moduleEnergyUsage is 25. This is the AE energy per tick that the ME Transmutation Module uses.[7]
  • terminalExtractFromOwnEmcOnly is false. When you extract items from a Transmutation Terminal via EMC, EMC is deducted from all players with modules attached. Set it to true and only the player using the terminal pays. It does not cover re-insertion and conversion back into EMC.[7]
Watch out: The mod's own description of the EMC per byte option says not to set it very low, because some jobs would then need unreasonably large amounts of crafting storage.[7]

Performance tuning

These options control how much work the mod does each tick. You will rarely need to touch them unless you are chasing lag spikes.[7]

  • syncThrottleInterval is 20. It is how many ticks to wait before the next player EMC sync when you manipulate stored EMC, and it accepts values from 1 to 200.[7]
  • warmKeysPerTick is 16. It is how many keys get finalized (warmed) per server tick from the background warm queue, to avoid single-tick spikes.[7]
  • keyCacheMax is 2048. It is the maximum number of serialized AEKey entries kept in the in-memory LRU key cache.[7]
  • saveDebounceMillis is 1000. It is the debounce interval in milliseconds for coalesced async saves of the persisted EMC cache to disk.[7]
  • patterns.patternMinUpdateInterval is 20. It is the minimum number of ticks between crafting provider update requests for the same node.[7]

Client option

emcTierColours is 10. It sets how many different colours represent higher tiers of EMC in storage.[12]

Unverified Which of these values differ from the mod's own defaults is unverified, because the available sources only show the values this pack uses.

What changed in AppliedE between versions?

1 part

Project Infinity 0.1 0.0.51.4-hotfix-2 ships AppliedE 0.14.7-fix2. The mod has been in the pack since Project Infinity 0.1 0.0.45.4 or earlier, so you've likely had it for a while.[1]

AppliedE 0.14.3

This is the one mod changelog I have for you, and it's an EMC-focused update. It covers these changes:[13]

  • Default EMC values for base AE2 items no longer rely on incorrect ProjectE internals. They now come from a proper data file instead.[13]
  • The Silicon Press was missing a default EMC value, and it now has one.[13]
  • A version checker URL was added.[13]

Unverified Changelogs for the versions after 0.14.3, including the installed 0.14.7-fix2, were not available, and there are no pack changelog entries for this mod. What changed in those releases is unconfirmed.

Sources

  1. Project Infinity 0.1 0.0.51.4-hotfix-2 mod list · pack file
  2. In-game guide: AppliedE (appliede) · official docs
  3. In-game guide: Transmutation Module (appliede) · official docs
  4. In-game guide: Transmutation Devices (appliede) · official docs
  5. In-game guide: Transmutation Terminal (appliede) · official docs
  6. Project Infinity 0.1 0.0.51.4-hotfix-2 quests: "Applied Energistics 2" · quest text
  7. Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/appliede-common.toml · pack file
  8. Project Infinity 0.1 0.0.51.4-hotfix-2 recipe dump: recipes making AppliedE items · pack recipe dump
  9. appliede names, screen text and descriptions (English lang file) · official mod data
  10. kubejs/server_scripts/scripts/world_interaction_scripts/wireless_universal_terminal_uncrafter.js (Project Infinity 0.1's own script) · pack file
  11. Project Infinity 0.1 0.0.51.4-hotfix-2 quests: "Botania" · quest text
  12. Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/appliede-client.toml · pack file
  13. AppliedE 0.14.3 changelog · changelog
Where this guide comes from

Written from what Project Infinity 0.1 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.

Guide last verified Oct 11, 2026.

Guides for other versions: 0.0.51.2 to 0.0.51.4-hotfix-1

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Version in each release

23 releases, first in 0.0.45.4
Project Infinity 0.1VersionJarWhere it came from
0.0.51.4-hotfix-2
Sep 16, 2026
0.14.7-fix2appliede-0.14.7-fix2.jarFrom the published release
0.0.51.4-hotfix-1
Sep 15, 2026
0.14.7-fix2appliede-0.14.7-fix2.jarFrom the published release
0.0.51.4
Sep 14, 2026
0.14.7-fix2appliede-0.14.7-fix2.jarFrom the published release
0.0.51.3-HOTFIX
Aug 16, 2026
0.14.7-fix2appliede-0.14.7-fix2.jarFrom the published release
0.0.51.3
Aug 15, 2026
0.14.7-fix2appliede-0.14.7-fix2.jarFrom the published release
0.0.51.2
Aug 11, 2026
0.14.7-fix2appliede-0.14.7-fix2.jarFrom the published release
0.0.51.1
Jul 31, 2026
0.14.7-fix2appliede-0.14.7-fix2.jarFrom the published release
0.0.50.2-hotfix
Jun 22, 2026
0.14.5-fix6appliede-0.14.5-fix6.jarFrom the published release
0.0.50.1
Jun 18, 2026
0.14.5-fix4appliede-0.14.5-fix4.jarFrom the published release
0.0.50.0
Jun 16, 2026
0.14.5-fix2appliede-0.14.5-fix2.jarFrom the published release
0.0.49.3
May 17, 2026
0.14.3appliede-0.14.3.jarFrom the published release
0.0.49.2
May 13, 2026
0.14.3appliede-0.14.3.jarFrom the published release
0.0.49.1
May 11, 2026
0.14.3appliede-0.14.3.jarFrom the published release
0.0.49.0
May 10, 2026
0.14.3appliede-0.14.3.jarFrom the published release
0.0.48.2
Apr 23, 2026
0.14.3appliede-0.14.3.jarFrom the published release
0.0.48.1
Apr 12, 2026
0.14.3appliede-0.14.3.jarFrom the published release
0.0.48.0
Apr 11, 2026
0.14.3appliede-0.14.3.jarFrom the published release
0.0.47.3
Mar 6, 2026
0.14.3appliede-0.14.3.jarFrom the published release
0.0.47.1
Feb 2, 2026
0.14.3appliede-0.14.3.jarFrom the published release
0.0.47.0
Feb 1, 2026
0.14.3appliede-0.14.3.jarFrom the published release
0.0.46.1
Jan 6, 2026
0.14.3appliede-0.14.3.jarFrom the published release
0.0.46.0
Jan 4, 2026
0.14.3appliede-0.14.3.jarFrom the published release
0.0.45.4
Dec 23, 2025
0.14.3appliede-0.14.3.jarFrom the published release

"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.

Items and blocks

9 items from the 0.0.51.4-hotfix-2 recipe dump.

Config options (how Project Infinity 0.1 sets them)

10 settings this pack ships for the mod. We don't have the mod's own defaults to compare them against yet.

See all 10 settings →

Show settings
SettingProject Infinity 0.1 value
emcTierColours
How many different colours should be used to represent higher tiers of EMC in storage
config/appliede-client.toml
10
emcPerByte
The number of EMC units (of any tier) per byte as used in AE2 auto-crafting. It is not recommended to set this very low as this will require unreasonably large amounts of crafting storage for some jobs.
config/appliede-common.toml
1000000
keyCacheMax
Maximum number of serialized AEKey entries to keep in the in-memory LRU KEY_CACHE (GridInventory)
config/appliede-common.toml
2048
moduleEnergyUsage
The amount of AE energy per tick used by the ME Transmutation Module.
config/appliede-common.toml
25
patterns.patternMinUpdateInterval
Minimum ticks between ICraftingProvider.requestUpdate() calls for the same node
config/appliede-common.toml
20
saveDebounceMillis
Debounce interval in milliseconds for coalesced async saves of the persisted EMC cache to disk
config/appliede-common.toml
1000

Which Project Infinity 0.1 mods work with AppliedE?

The Project Infinity 0.1 mods that share the most recipes with AppliedE. Highlighted ones have a guide.

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